Compare commits
10 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| d8da154e72 | |||
| db6e91afd1 | |||
| 01426d3c30 | |||
| cb3d6b5e0b | |||
| 9391ef1451 | |||
| 3b5ddbe2f9 | |||
| 57d1bc5c0f | |||
| f4912bbdb2 | |||
| 61a3de4d09 | |||
| eba2a33649 |
+3
-3
@@ -9,9 +9,9 @@
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||||
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<PropertyGroup>
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<AssemblyName>HSUI</AssemblyName>
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<AssemblyVersion>1.0.8.1</AssemblyVersion>
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<FileVersion>1.0.8.1</FileVersion>
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<InformationalVersion>1.0.8.1</InformationalVersion>
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<AssemblyVersion>1.0.8.7</AssemblyVersion>
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<FileVersion>1.0.8.7</FileVersion>
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<InformationalVersion>1.0.8.7</InformationalVersion>
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</PropertyGroup>
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<PropertyGroup>
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@@ -2,7 +2,7 @@
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"Author": "Knack117",
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"Name": "HSUI",
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"InternalName": "HSUI",
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"AssemblyVersion": "1.0.8.1",
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"AssemblyVersion": "1.0.8.7",
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"Description": "HSUI provides a highly configurable HUD replacement for FFXIV, recreated from DelvUI using KamiToolKit, FFXIVClientStructs, and Dalamud. Features unit frames, castbars, job gauges, nameplates, party frames, status effects, enemy list, configurable hotbars with drag-and-drop, and profiles.",
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"ApplicableVersion": "any",
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"RepoUrl": "https://github.com/Knack117/HSUI",
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@@ -122,30 +122,23 @@ namespace HSUI.Helpers
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continue;
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}
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// Populate IconId from ApparentSlotType/ApparentActionId. Required for GearSet and other
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// dynamic types: the game derives the job icon from the gearset (e.g. first equipment slot).
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// Without this, when the first gear slot changes the cached IconId can be 0 and the bar shows a blank.
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slot->LoadIconId();
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bool usable = slot->IsSlotUsable(slot->ApparentSlotType, slot->ApparentActionId);
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uint iconId = slot->IconId;
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uint actionId = slot->ApparentActionId;
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var slotType = slot->ApparentSlotType;
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// Resolve adjusted action for Action type (combo/continuation replacement, e.g. HSRCombos / XIVCombo)
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// so HSUI bars show the correct icon and action for the current combo step.
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if (slotType == RaptureHotbarModule.HotbarSlotType.Action && actionId != 0)
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{
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var actionManager = Instance();
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if (actionManager != null)
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{
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uint effectiveId = actionManager->GetAdjustedActionId(actionId);
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if (effectiveId != actionId)
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{
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actionId = effectiveId;
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// Use effective action id as icon (matches most actions); tooltip path will resolve correct icon by ActionId
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iconId = effectiveId;
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}
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}
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}
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(int pct, int secsLeft) = GetSlotCooldown(slot);
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(int currentCharges, int maxCharges) = GetSlotCharges(slotType, actionId);
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// For charge-based actions, don't grey out the icon until all charges are spent.
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// Use both the slot's recast-charge count and ActionManager so we catch all cases.
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uint apparentCharges = slotType == RaptureHotbarModule.HotbarSlotType.Action ? slot->GetApparentIconRecastCharges() : 0;
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if (maxCharges > 1 && (apparentCharges > 0 || currentCharges > 0))
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usable = true;
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list.Add(new SlotInfo(iconId, false, usable, pct, secsLeft, actionId, slotType, keybind, currentCharges, maxCharges));
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}
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+16
-1
@@ -565,7 +565,8 @@ namespace HSUI.Helpers
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Plugin.Logger.Info("\tOld WndProc: " + _imguiWndProcPtr.ToString("X"));
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}
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private void RestoreWndProc()
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/// <summary>Restore the game window's WndProc so left-click works again. Idempotent.</summary>
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internal void RestoreWndProc()
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{
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if (_wndHandle == IntPtr.Zero || _imguiWndProcPtr == IntPtr.Zero)
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return;
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@@ -584,6 +585,20 @@ namespace HSUI.Helpers
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{
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_wndHandle = IntPtr.Zero;
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_imguiWndProcPtr = IntPtr.Zero;
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_wndProcPtr = IntPtr.Zero;
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}
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}
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/// <summary>Call at the very start of plugin disable so left-click is restored even if disposal fails later.</summary>
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public static void RestoreWndProcIfNeeded()
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{
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try
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{
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Instance?.RestoreWndProc();
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}
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catch (Exception ex)
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{
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Plugin.Logger?.Warning($"[HSUI] RestoreWndProcIfNeeded: {ex.Message}");
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}
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}
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@@ -253,7 +253,7 @@ namespace HSUI.Interface.GeneralElements
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});
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// Overlay at HIGHEST so it captures input above the bar; required for icon swap.
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// Use unique ID per hotbar to avoid any cross-bar conflicts (bar 2–10 had input capture issues).
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// Draw as a child of HSUI_HUD so hovering does not create a separate toplevel window that hides other HSUI elements.
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AddDrawAction(StrataLevel.HIGHEST, () =>
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{
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var slots = ActionBarsManager.Instance.GetSlotData(Config.HotbarIndex, Config.SlotCount);
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@@ -262,13 +262,11 @@ namespace HSUI.Interface.GeneralElements
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| ImGuiWindowFlags.NoFocusOnAppearing | ImGuiWindowFlags.NoBringToFrontOnFocus
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| ImGuiWindowFlags.NoNav;
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ImGuiHelpers.ForceNextWindowMainViewport();
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ImGui.SetNextWindowPos(topLeft);
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ImGui.SetNextWindowSize(barSize);
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string overlayId = $"HSUI_Hotbar{Config.HotbarIndex}_input";
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if (!ImGui.Begin(overlayId, flags))
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ImGui.SetCursorScreenPos(topLeft);
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if (!ImGui.BeginChild(overlayId, barSize, false, flags))
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{
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ImGui.End();
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ImGui.EndChild();
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return;
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}
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@@ -394,7 +392,7 @@ namespace HSUI.Interface.GeneralElements
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_lastLoggedPickupSlotId = -1;
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}
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ImGui.End();
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ImGui.EndChild();
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});
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}
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@@ -1194,19 +1192,111 @@ namespace HSUI.Interface.GeneralElements
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slot.SlotType == RaptureHotbarModule.HotbarSlotType.CraftAction ||
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slot.SlotType == RaptureHotbarModule.HotbarSlotType.PetAction)
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{
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var row = Plugin.DataManager.GetExcelSheet<LuminaAction>()?.GetRow(slot.ActionId);
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uint actionIdForLookup = slot.ActionId;
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LuminaAction? actionRow = null;
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var actionSheet = Plugin.DataManager.GetExcelSheet<LuminaAction>();
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if (actionSheet != null)
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{
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if (actionSheet.TryGetRow(slot.ActionId, out var actionRowOpt))
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{
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actionRow = actionRowOpt;
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}
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else if (slot.SlotType == RaptureHotbarModule.HotbarSlotType.CraftAction)
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{
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// Crafting actions: hotbar may store CraftAction sheet row ID (1-based). Action sheet uses 100000+ range (100001 = Basic Synthesis).
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const uint CraftActionToActionOffset = 100000;
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uint mappedId = slot.ActionId + CraftActionToActionOffset;
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if (actionSheet.TryGetRow(mappedId, out var mappedRow))
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{
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actionIdForLookup = mappedId;
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actionRow = mappedRow;
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}
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}
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}
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// CraftAction fallback: when Action sheet lookup failed, try CraftAction sheet directly (hotbar stores CraftAction row ID).
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if (!actionRow.HasValue && slot.SlotType == RaptureHotbarModule.HotbarSlotType.CraftAction)
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{
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var craftSheet = Plugin.DataManager.GetExcelSheet<Lumina.Excel.Sheets.CraftAction>();
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if (craftSheet != null && craftSheet.TryGetRow(slot.ActionId, out var craftRow))
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{
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try
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{
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var nameSe = craftRow.Name;
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string name = nameSe.ToString();
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if (string.IsNullOrWhiteSpace(name))
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name = nameSe.ToDalamudString().ToString();
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if (!string.IsNullOrWhiteSpace(name))
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{
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// CraftAction sheet has its own Description column with the full text
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string desc = "";
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try
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{
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var descSe = craftRow.Description;
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var descRaw = descSe.ToDalamudString().ToString();
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if (!string.IsNullOrEmpty(descRaw))
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{
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try
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{
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var evaluated = Plugin.SeStringEvaluator.Evaluate(descSe.AsSpan());
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desc = evaluated.ExtractText();
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if (string.IsNullOrEmpty(desc)) desc = descRaw;
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}
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catch { desc = descRaw; }
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if (!string.IsNullOrEmpty(desc))
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desc = EncryptedStringsHelper.GetString(desc);
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}
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}
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catch { /* ignore */ }
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return (name, desc);
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}
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}
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catch { /* ignore */ }
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}
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}
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var row = actionRow;
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if (row.HasValue)
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{
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string name = row.Value.Name.ToString();
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string desc = "";
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var descRow = Plugin.DataManager.GetExcelSheet<ActionTransient>()?.GetRow(slot.ActionId);
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string descRaw = "";
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if (descRow.HasValue)
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// For CraftAction, use CraftAction.Description; ActionTransient returns the name instead of the full description
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if (slot.SlotType == RaptureHotbarModule.HotbarSlotType.CraftAction)
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{
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var craftSheet = Plugin.DataManager.GetExcelSheet<Lumina.Excel.Sheets.CraftAction>();
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if (craftSheet != null && craftSheet.TryGetRow(actionIdForLookup, out var craftRow))
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{
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try
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{
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var descSeStr = descRow.Value.Description;
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descRaw = descRow.Value.Description.ToDalamudString().ToString();
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var descSe = craftRow.Description;
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var craftDescRaw = descSe.ToDalamudString().ToString();
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if (!string.IsNullOrEmpty(craftDescRaw))
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{
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try
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{
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var evaluated = Plugin.SeStringEvaluator.Evaluate(descSe.AsSpan());
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desc = evaluated.ExtractText();
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if (string.IsNullOrEmpty(desc)) desc = craftDescRaw;
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}
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catch { desc = craftDescRaw; }
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if (!string.IsNullOrEmpty(desc))
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desc = EncryptedStringsHelper.GetString(desc);
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}
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}
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catch { /* ignore */ }
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}
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}
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else
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{
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var descSheet = Plugin.DataManager.GetExcelSheet<ActionTransient>();
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if (descSheet != null && descSheet.TryGetRow(actionIdForLookup, out var descRow))
|
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{
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try
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{
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var descSeStr = descRow.Description;
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descRaw = descRow.Description.ToDalamudString().ToString();
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||||
try
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{
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var evaluated = Plugin.SeStringEvaluator.Evaluate(descSeStr.AsSpan());
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@@ -1222,6 +1312,7 @@ namespace HSUI.Interface.GeneralElements
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}
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catch { /* ignore */ }
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}
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}
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bool isCombatAction = IsCombatAction(slot.SlotType, row.Value);
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int? potencyValue = isCombatAction ? TryGetPotencyValue(row.Value) : null;
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string potencyLine = potencyValue.HasValue ? $"Potency: {potencyValue.Value}" : "";
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@@ -96,6 +96,9 @@ namespace HSUI.Interface
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if (element != null && element.GetType() == typeof(PlayerCastbarHud)) { return true; }
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if (element != null && !element.GetConfig().Enabled) { return false; }
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// Alliance frames only matter in alliance raids (duty). HideInDuty would hide them exactly when needed.
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bool isAllianceFrames = element != null && element.GetType() == typeof(AllianceFramesHud);
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bool isInIslandSanctuary = IsInIslandSanctuary();
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bool isInDuty = IsInDuty() && !isInIslandSanctuary;
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IPlayerCharacter? player = Plugin.ObjectTable.LocalPlayer;
|
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@@ -127,7 +130,8 @@ namespace HSUI.Interface
|
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|
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if (HideOnFullHP && player != null && player.CurrentHp == player.MaxHp) { return false; }
|
||||
|
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if (HideInDuty && isInDuty) { return false; }
|
||||
// Alliance frames only matter in alliance raids (duty). Skip HideInDuty for them.
|
||||
if (HideInDuty && isInDuty && !isAllianceFrames) { return false; }
|
||||
|
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if (HideInIslandSanctuary && isInIslandSanctuary) { return false; }
|
||||
|
||||
|
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@@ -280,14 +280,21 @@ namespace HSUI.Interface.Party
|
||||
bool anyChanged = false;
|
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ref var mainGroup = ref gm->MainGroup;
|
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|
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// GroupManager layout: _allianceMembers flat array (indices 0-19) has groups 0 and 1.
|
||||
// Group 2 (our party) is stored in _partyMembers. GetAllianceMemberByGroupAndIndex(0/1, slot)
|
||||
// returns empty in-instance for some game versions; use GetAllianceMemberByIndex with flat
|
||||
// indices: group 0 = indices 0-7, group 1 = indices 8-15.
|
||||
for (int allianceIdx = 0; allianceIdx < 3; allianceIdx++)
|
||||
{
|
||||
int count = 0;
|
||||
var list = new List<IPartyFramesMember>();
|
||||
|
||||
if (allianceIdx == 2)
|
||||
{
|
||||
// Our party: _partyMembers via GetPartyMemberByIndex
|
||||
for (int slot = 0; slot < 8; slot++)
|
||||
{
|
||||
var pm = mainGroup.GetAllianceMemberByGroupAndIndex(allianceIdx, slot);
|
||||
var pm = mainGroup.GetPartyMemberByIndex(slot);
|
||||
if (pm == null || pm->EntityId == 0) continue;
|
||||
var pfMember = new PartyFramesMember(
|
||||
pm->EntityId,
|
||||
@@ -303,14 +310,14 @@ namespace HSUI.Interface.Party
|
||||
list.Add(pfMember);
|
||||
count++;
|
||||
}
|
||||
|
||||
// GroupManager stores our party in _partyMembers, not GetAllianceMemberByGroupAndIndex.
|
||||
// When group 2 is empty, it's our alliance—populate from GetPartyMemberByIndex.
|
||||
if (count == 0 && allianceIdx == 2)
|
||||
}
|
||||
else
|
||||
{
|
||||
// Other alliances: _allianceMembers flat indices. Group 0 = 0-7, group 1 = 8-15.
|
||||
int baseIdx = allianceIdx * 8;
|
||||
for (int slot = 0; slot < 8; slot++)
|
||||
{
|
||||
var pm = mainGroup.GetPartyMemberByIndex(slot);
|
||||
var pm = mainGroup.GetAllianceMemberByIndex(baseIdx + slot);
|
||||
if (pm == null || pm->EntityId == 0) continue;
|
||||
var pfMember = new PartyFramesMember(
|
||||
pm->EntityId,
|
||||
@@ -340,9 +347,11 @@ namespace HSUI.Interface.Party
|
||||
int ourIdx = 0;
|
||||
for (int slot = 0; slot < 8 && ourIdx < _allianceMembers[allianceIdx].Count; slot++)
|
||||
{
|
||||
PartyMember* pm = allianceIdx == 2
|
||||
? mainGroup.GetPartyMemberByIndex(slot)
|
||||
: mainGroup.GetAllianceMemberByGroupAndIndex(allianceIdx, slot);
|
||||
PartyMember* pm;
|
||||
if (allianceIdx == 2)
|
||||
pm = mainGroup.GetPartyMemberByIndex(slot);
|
||||
else
|
||||
pm = mainGroup.GetAllianceMemberByIndex(allianceIdx * 8 + slot);
|
||||
if (pm == null || pm->EntityId == 0) continue;
|
||||
if (_allianceMembers[allianceIdx][ourIdx] is PartyFramesMember pfMember)
|
||||
pfMember.Update(EnmityLevel.Last, PartyMemberStatus.None, ReadyCheckStatus.None, false, pm->ClassJob);
|
||||
|
||||
@@ -438,6 +438,9 @@ namespace HSUI
|
||||
{
|
||||
if (!disposing) return;
|
||||
|
||||
// Restore game window WndProc first so left-click works again immediately, even if teardown throws.
|
||||
InputsHelper.RestoreWndProcIfNeeded();
|
||||
|
||||
// Stop UI callbacks first so no Draw/OpenConfigUi runs during teardown
|
||||
try
|
||||
{
|
||||
|
||||
@@ -1,3 +1,26 @@
|
||||
# 1.0.8.7
|
||||
- **Hotbars**: Fixed Gearset/Job Gear Set icon clearing when the first equipment slot in the gearset changes — call LoadIconId() before reading slot IconId so the game populates the icon from the gearset (e.g. job icon).
|
||||
|
||||
# 1.0.8.6
|
||||
- **Hotbars**: Fixed crafting action tooltips showing the action name instead of the full description — use CraftAction.Description directly instead of ActionTransient, which returns the name for crafting actions.
|
||||
|
||||
# 1.0.8.5
|
||||
- **Hotbars**: Fixed other HSUI elements disappearing when hovering over hotbar icons — overlay is now a child of the main HUD window instead of a separate window.
|
||||
|
||||
# 1.0.8.4
|
||||
- **Alliance Frames**: Fixed frames 1 and 2 not showing in alliance raids — populate other alliances via flat GetAllianceMemberByIndex (indices 0–7, 8–15) instead of GetAllianceMemberByGroupAndIndex which returns empty in-instance.
|
||||
- **Alliance Frames**: Visibility "Hide in duty" no longer hides alliance frames (they are only relevant in duty).
|
||||
- **Hotbars**: Crafting job action tooltips now display — fallback Action sheet lookup when hotbar stores CraftAction row ID.
|
||||
|
||||
# 1.0.8.3
|
||||
- **Fix**: Left-click no longer sometimes stays broken after disabling HSUI. WndProc is restored at the very start of plugin teardown so the game window gets normal input back even if disposal fails later.
|
||||
|
||||
# 1.0.8.2
|
||||
- **Action bars**: Charge icons stay lit until all charges are spent — uses the slot’s recast charge count and ActionManager so abilities with charges remaining no longer grey out incorrectly.
|
||||
|
||||
# 1.0.8.1
|
||||
- **Action bars**: Do not grey out action icons until all charges are spent (initial fix for multi-charge abilities).
|
||||
|
||||
# 1.0.8.0
|
||||
- **Action Chat Link**: Shift+click an action in the Actions & Traits menu to insert "You should check out {ActionName}" into chat (or clipboard if chat not focused). Enable in Misc → World Tooltip. Restricted to Actions & Traits only — hotbar shift+click unaffected.
|
||||
- **Fix**: Job-specific hotbar actions now persist when changing jobs. Explicitly write to the current class job ID so saves survive job/role switches.
|
||||
|
||||
+1
-24
@@ -1,24 +1 @@
|
||||
[
|
||||
{
|
||||
"Author": "Knack117",
|
||||
"Name": "HSUI",
|
||||
"Punchline": "A modern HUD replacement built for customization.",
|
||||
"Description": "HSUI provides a highly configurable HUD replacement for FFXIV, recreated from DelvUI using KamiToolKit, FFXIVClientStructs, and Dalamud. Features unit frames, castbars, job gauges, nameplates, party frames, status effects, enemy list, configurable hotbars with drag-and-drop, and profiles.",
|
||||
"Changelog": "Action Chat Link: Shift+click actions in Actions & Traits to insert 'You should check out X' into chat. Fix: Job-specific hotbar actions now persist when changing jobs.",
|
||||
"InternalName": "HSUI",
|
||||
"AssemblyVersion": "1.0.8.0",
|
||||
"RepoUrl": "https://github.com/Knack117/HSUI",
|
||||
"ApplicableVersion": "any",
|
||||
"Tags": ["UI", "HUD", "Unit Frames", "Nameplates", "Party Frames", "Hotbars"],
|
||||
"CategoryTags": ["UI"],
|
||||
"DalamudApiLevel": 14,
|
||||
"IconUrl": "https://raw.githubusercontent.com/Knack117/HSUI/main/Media/Images/icon.png",
|
||||
"ImageUrls": [],
|
||||
"DownloadLinkInstall": "https://github.com/Knack117/HSUI/releases/download/v1.0.8.0/latest.zip",
|
||||
"IsHide": false,
|
||||
"IsTestingExclusive": false,
|
||||
"DownloadLinkTesting": "https://github.com/Knack117/HSUI/releases/download/v1.0.8.0/latest.zip",
|
||||
"DownloadLinkUpdate": "https://github.com/Knack117/HSUI/releases/download/v1.0.8.0/latest.zip",
|
||||
"LastUpdate": "1770007214"
|
||||
}
|
||||
]
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[{"Author":"Knack117","Name":"HSUI","Punchline":"A modern HUD replacement built for customization.","Description":"HSUI provides a highly configurable HUD replacement for FFXIV, recreated from DelvUI using KamiToolKit, FFXIVClientStructs, and Dalamud. Features unit frames, castbars, job gauges, nameplates, party frames, status effects, enemy list, configurable hotbars with drag-and-drop, and profiles.","Changelog":"1.0.8.7: Fixed Gearset/Job Gear Set icon clearing when first equipment slot changes. 1.0.8.6: Crafting action tooltips now show full description instead of action name. 1.0.8.4: Alliance Frames 1 and 2 fix in raids; crafting action tooltips; Hide in duty no longer hides alliance frames. 1.0.8.3: Fix left-click staying broken after disable. 1.0.8.2: Charge icons stay lit until all charges spent.","InternalName":"HSUI","AssemblyVersion":"1.0.8.7","RepoUrl":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI","ApplicableVersion":"any","Tags":["UI","HUD","Unit Frames","Nameplates","Party Frames","Hotbars"],"CategoryTags":["UI"],"DalamudApiLevel":14,"IconUrl":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI/raw/branch/main/Media/Images/icon.png","ImageUrls":[],"DownloadLinkInstall":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI/releases/download/v1.0.8.7/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI/releases/download/v1.0.8.7/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSUI/releases/download/v1.0.8.7/latest.zip","LastUpdate":"1739145600"}]
|
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|
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Reference in New Issue
Block a user